Getting zdepth from c4d and working in AE

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Search this Thread Display Modes
Old 06 June 2013   #1
Getting zdepth from c4d and working in AE

Ok, so, I've recorded a quick and dirty vid specifically about using RPF and OpenEXR to get zdepth data from Cinema and into something seems to work for DOF in AE, as I have gotten it to work. Put it in here so give this subjects it's own thread instead of spread out among 4. If I've misrepresented or showed something blatantly wrong, let me know and I'll update it.

Z depth from c4d to ae
__________________
2014 Reel
Company website
Behance Portfolio
HyperactiveVR
I reject your reality and substitute my own
 
Old 06 June 2013   #2
Thanks for putting this together! Unfortunately, Youtube says the video is currently set to Private.
 
Old 06 June 2013   #3
Gah! Of course it is. Let me fix that.
__________________
2014 Reel
Company website
Behance Portfolio
HyperactiveVR
I reject your reality and substitute my own
 
Old 06 June 2013   #4
Ok, try it now.
__________________
2014 Reel
Company website
Behance Portfolio
HyperactiveVR
I reject your reality and substitute my own
 
Old 06 June 2013   #5
Good job. The only kind of correction I'd make is that in most cases using the straight position pass in the DOF plugin isn't going to work. It mostly worked in your case because your objects run straight along the Z axis, but if you also had objects disributed in X and Y then you'd have blur running along multiple axes.
 
Old 06 June 2013   #6
Originally Posted by AdamT: Good job. The only kind of correction I'd make is that in most cases using the straight position pass in the DOF plugin isn't going to work. It mostly worked in your case because your objects run straight along the Z axis, but if you also had objects disributed in X and Y then you'd have blur running along multiple axes.


Thanks. You just fused my brain. . Going to test that in the morning.
__________________
2014 Reel
Company website
Behance Portfolio
HyperactiveVR
I reject your reality and substitute my own
 
Old 06 June 2013   #7
Originally Posted by AdamT: Good job. The only kind of correction I'd make is that in most cases using the straight position pass in the DOF plugin isn't going to work. It mostly worked in your case because your objects run straight along the Z axis, but if you also had objects disributed in X and Y then you'd have blur running along multiple axes.


Actually, I just tested that now and I see what you're saying. Yeah, you have to precomp and use ExtractoR with the Y depth. Still don't understand why, but that looks correct. I'll update tomorrow.
__________________
2014 Reel
Company website
Behance Portfolio
HyperactiveVR
I reject your reality and substitute my own
 
Old 06 June 2013   #8
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 06:37 AM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.